/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_LIGHT2D_H
#define HPL_LIGHT2D_H
#include "common/list.h"
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/scene/Entity2D.h"
#include "hpl1/engine/scene/Light.h"
namespace hpl {
class iLowLevelGraphics;
class iLight2D : public iEntity2D, public iLight {
public:
iLight2D(tString asName);
virtual ~iLight2D() {}
tString GetEntityType() { return "iLight2D"; }
void UpdateLogic(float afTimeStep);
void SetFarAttenuation(float afX);
void SetNearAttenuation(float afX);
cVector3f GetLightPosition();
virtual int Render(iLowLevelGraphics *apLowLevel, int alFirstIndex) = 0;
protected:
};
typedef Common::List tLightList;
typedef tLightList::iterator tLightListIt;
} // namespace hpl
#endif // HPL_LIGHT2D_H